Fuath, the Drowned Hate
“Lurking in misty lochs with eyes like drowning moons, the Fuath waits to drag the unwary into a watery grave they’ll never escape.”

A Fuath is a loathsome, amphibious fey creature with slick, green-black skin that glistens like rotting kelp. Its elongated limbs end in webbed, clawed fingers—perfect for grappling prey in the water. Thin, translucent membranes stretch between its limbs, aiding its uncanny speed underwater. Algae and slime coat its hunched body, and patches of barnacle-like growths cluster along its back and shoulders. Its eyes are bulbous and faintly luminous—glowing gold or sickly blue in the dark—while its jagged, needle-like teeth gleam beneath a perpetual sneer. Long, matted hair trails behind it like riverweed, often mistaken for drifting vegetation until it writhes with malevolence.
Variants
- Fuathling are smaller, wiry, and often travel in pairs or trios. They serve as scouts, tricksters, or swarming harriers, overwhelming prey through numbers, illusions, or sheer persistence. Their cruelty is no less potent, though they tend to rely more on stealth and sabotage than brute force.
- Fuath Matrons are ancient, bloated horrors steeped in centuries of drowned malice. Often ruling over ruined shrines or deep sinkholes, they command lesser Fuaths like a bog queen rules her court—through terror and whispered oaths to darker powers. Their forms are swollen and wretched, trailing reeds and bones like veils of mourning.
Behavior
Fuaths are cruel, sadistic, and fiercely territorial. They delight in fear and psychological torment, often toying with victims before drowning them. Preferring deception to confrontation, they use illusion magic, eerie mimicry, and shifting fog to create confusion. Though intelligent, their speech is garbled and gurgling—like waterlogged croons echoing from unseen places. They avoid combat on land, but in water, they are vicious and relentless.
Habitat
Fuaths haunt cold, shadow-drenched freshwater lochs, peat bogs, slow-moving rivers, and sea caves where the tide whispers like breath. Their lairs are often in places long forgotten—drowned shrines, sunken mills, moss-choked ruins. Bones litter the shallows, and offerings from past victims rot on half-submerged altars. Wherever the air is damp, the light dim, and the water still, a Fuath may dwell just below the surface.
Modus Operandi
A Fuath hunts through manipulation and ambush. It may use minor illusions, mimic the cries of a drowning child, or conjure phantom lantern light dancing across the water to draw travelers near. Once isolated, it strikes from below—grappling with vice-like claws, dragging prey into the depths. Victims are drowned slowly and deliberately, sometimes kept alive long enough to scream. Bodies are hidden beneath the water and only released once bloated, so villagers find them days later—further spreading fear and myth.
If it fails to kill, a Fuath may stalk its chosen prey for days or even weeks. It whispers to them from the water’s edge, corrupts their dreams, and clouds their mind with dread until they walk willingly into the depths.
Motivation
Born from ancient fey curses and the festering spite of the Unseelie Court, Fuaths exist to embody the malice of dark waters. They despise the living, especially those who come too close to their territory, and are compelled to instill terror, sorrow, and ruin. Some Fuaths serve unknowable dark water gods or Unseelie lords, offering drowned souls in exchange for power. Others act alone—solitary phantoms of hatred—content to watch the world rot from the shallows.
Fuath 5e
Fuathling 5e
Fuath Matron 5e
Gremlin, Fuath, Pathfinder
Fuath

Medium Fey (Unseelie), Chaotic Evil
Challenge: 5 (1,800 XP) • Proficiency Bonus: +3
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 16 (+3) | 11 (+0) | 14 (+2) | 16 (+3) |
Saving Throws Dex +6, Cha +6
Skills Deception +6, Perception +5, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan, Aquan
Proficiency Bonus +3
Amphibious.
The Fuath can breathe air and water.
Fey Cunning.
The Fuath has advantage on saving throws against being charmed or frightened.
Unnerving Presence (Aura).
Creatures that start their turn within 10 feet of the Fuath must succeed on a DC 14 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks and initiative rolls for 1 minute. A creature that succeeds is immune for 24 hours.
Mist-Wreathed (Recharge 5–6).
As a bonus action, the Fuath surrounds itself with curling mist for 1 minute. While shrouded:
- The area within 15 feet is lightly obscured.
- The Fuath can take the Hide action as a bonus action.
- The effect ends early if dismissed as a bonus action.
Actions
Multiattack.
The Fuath makes two attacks: one with its Drowning Claw and one with Grasping Hair.
Drowning Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage. The target must succeed on a DC 14 Strength saving throw or be pulled 10 feet closer. If the target is in water, they are also grappled (escape DC 14).
Grasping Hair.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 10 (2d8 + 1) psychic damage. If the target is grappled by the Fuath, they are also restrained until the grapple ends.
Drown Beneath (Recharge 6).
The Fuath targets a creature it is grappling. The target must succeed on a DC 15 Constitution saving throw or take 21 (6d6) cold damage and begin drowning (see PHB rules on suffocation). On a success, the target takes half damage and is pushed 10 feet away.
Spellcasting.
The Fuath is a 5th-level spellcaster (Charisma-based, spell save DC 14, +6 to hit with spell attacks). It requires no components to cast its spells.
- Cantrips (at will): thaumaturgy, minor illusion, shape water
- 1st level (4 slots): disguise self, fog cloud
- 2nd level (2 slots): mirror image, suggestion
Bonus Actions
Slippery Submersion (Recharge 4–6).
If the Fuath is in water, it can vanish into the depths. It ends one condition affecting it and teleports up to 30 feet to another point it can see underwater.
Tactics
- Ambusher: Begins encounters hidden in fog or water, using fog cloud and Mist-Wreathed to control the battlefield.
- Predator: Grapples isolated targets, uses Grasping Hair to restrain, then Drown Beneath to finish them.
- Cunning Escape: Retreats into the water with Slippery Submersion if badly hurt, often returning later to finish the job.
Lair Actions (Optional)
When in its lair (a misty loch, submerged ruin, or abandoned mill), the Fuath can use one of the following lair actions on initiative count 20 (losing ties):
- Tug from Below. Up to two creatures in or adjacent to water must make a DC 14 Strength saving throw or be pulled 10 feet into the water and knocked prone.
- Phantom Lights. Spectral lights flicker in a 30-foot radius. Creatures must succeed on a DC 14 Intelligence saving throw or be charmed until the end of their next turn.
- Chilling Mist. A freezing fog rolls out in a 20-foot radius. The area becomes lightly obscured, and any creature starting its turn there takes 5 cold damage.
Fuath

This content is from the Paizo Core Rules.
This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears.
Fuath CR 1 |
XP 400 CE Tiny fey (aquatic) Init +5; Senses Darkvision 120 ft., Low-Light Vision; Perception +5 |
DEFENSE |
AC 15, touch 13, flat-footed 14 (+1 Dexterity, +2 natural, +2 size) hp 7 (1d6+4) Fort +1, Ref +3, Will +3 DR 5/cold iron; Resist cold 10; SR 12 Weaknesses vulnerable to fire and sunlight |
OFFENSE |
Speed 20 ft., Climb 10 ft., Swim 30 ft. Melee 2 claws +3 (1d3-2) Ranged dart +3 (1d2-2) Special Attacks congeal water Spell-Like Abilities (CL 1st; Concentration +0) At will – create water, prestidigitation 1/day – sleep (DC 10) |
STATISTICS |
Strength 7, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 13, Charisma 8 Base Atk +0; CMB -1; CMD 7 Feats Improved Initiative, ToughnessB, Weapon FinesseB Skills Climb +6, Escape Artist +5, Handle Animal +4, Perception +5, Stealth +13, Swim +10, Use Magic Device +3; Racial Modifiers +4 Handle Animal Languages Aquan SQ amphibious |
SPECIAL ABILITIES |
Congeal Water (Su) Once per day, a fuath can surround a creature in a thin layer of magically viscous water as a standard action at a range of 30 feet. A target that fails a DC 10 Reflex save becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. A fuath can use this ability even if there is no source of water nearby. The save DC is Charisma-based and includes a +1 racial bonus. Vulnerable to Sunlight (Ex) A fuath takes 1 point of Constitution damage after every hour it is exposed to sunlight. Water of a depth of at least 1 foot negates this harmful effect. |
ECOLOGY |
Environment any water Organization solitary, pair, mob (3-12), or school (13-20 with 1-3 druids of 1st-3rd level, 1 druid leader of 4th-6th level, and 2-5 Reefclaws) Treasure standard (6 darts, other treasure) |
Drowners of sailors and sinkers of ships, a fuath (FOO-ah) is a wicked gremlin found in the sea. It Climbs aboard ships in the dead of night to sever ropes, bore holes in barrels, soil provisions, and murder any hapless crew it puts to sleep or catches alone. It delights in drowning creatures by surrounding them with magically thickened water, cackling with wicked glee as its victims claw desperately for the air only inches from their mouths. A fuath wears seaweed, shells, and coral like other creatures wear armor, clothes, and jewelry. Its body is protected by a hard, hunchbacked carapace. It stands less than 2 feet tall and weighs 12 to 15 pounds.
Fuaths don’t share a common language with other types of gremlins, though they can pantomime to each other fairly effectively. They have a surprising rapport with other sea creatures, even foul-tempered beasts like reefclaws. Small groups of fuaths lair in sea caves or rocky crevices. Larger groups frequently lay claim to whole sections of ruined ships. Their lairs usually include several trained guard animals. Fuaths prefer the taste of “land-meat” to anything from the sea, and often raid shore and ships to slake their hunger. They adore sea hags to the point of worship.
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Lesser Fuath

Small Fey (Unseelie), Chaotic Evil
Challenge: 1 (200 XP) • Proficiency Bonus: +2
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 25 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 8 (–1) | 12 (+1) | 14 (+2) |
Saving Throws Dex +4
Skills Stealth +4, Deception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan, understands Common but can’t speak
Amphibious.
The Fuath can breathe both air and water.
Fey Cunning.
The Fuath has advantage on saving throws against being charmed or frightened.
Swamp Stalker.
The Fuath has advantage on Dexterity (Stealth) checks made while in or near natural water (e.g., lakes, rivers, marshes).
Actions
Grasping Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.
If the target is a creature, it must succeed on a DC 12 Strength saving throw or be grappled (escape DC 12).
Psychic Shriek (Recharge 5–6).
The Fuath emits a warped, bubbling scream. Each creature within 15 feet that can hear it must make a DC 12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much on a success. Creatures that fail are also frightened until the end of their next turn.
Spellcasting
The Fuath is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It requires no material components.
- Cantrips (at will): thaumaturgy, minor illusion
- 1st level (2 slots): fog cloud, disguise self
Tactics
- Ambushers by Nature: Lesser Fuaths lurk in water, attacking in groups from the shadows. Their fog cloud creates ideal hunting grounds.
- Control & Confusion: They use minor illusion to mislead or isolate prey and Psychic Shriek to scatter groups.
- Hit and Run: When overmatched, they retreat into water or mist and attempt to regroup—rarely fighting to the death.
Optional Encounter Hook
Villagers whisper of “drowned children” lurking in Glasnarrow Fen. These creatures, Lesser Fuaths, now infest a long-abandoned millpond, serving a deeper, darker presence in the mire…
Fuath Matron

Medium Fey (Unseelie), Chaotic Evil
Challenge: 7 (2,900 XP) • Proficiency Bonus: +3
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 18 (+4) | 12 (+1) | 15 (+2) | 18 (+4) |
Saving Throws Wis +5, Cha +7
Skills Deception +7, Insight +5, Perception +5, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan, Aquan
Proficiency Bonus +3
Amphibious.
The Fuath Matron can breathe air and water.
Fey Cunning.
The Matron has advantage on saving throws against being charmed or frightened.
Queen of the Mire.
While in natural water terrain, the Matron knows the exact location of all creatures within 60 feet that are in contact with the same body of water.
Aura of Despair (Frightful Presence).
At the start of each of the Matron’s turns, any creature within 10 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. Creatures that succeed are immune to this aura for 24 hours.
Actions
Multiattack.
The Matron makes two attacks: one with her Barbed Hair and one with Crushing Claws.
Crushing Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 14 (2d10 + 3) bludgeoning damage.
If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone and grappled (escape DC 15).
Barbed Hair.
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be restrained as barbed strands pierce their mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Drown the Heart (Recharge 5–6).
The Matron targets one grappled or restrained creature within 30 feet. That creature must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much on a success. On a failed save, the creature is also paralyzed until the end of its next turn.
Spellcasting
The Fuath Matron is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She requires no material components.
- Cantrips (at will): thaumaturgy, minor illusion, shape water
- 1st level (4 slots): fog cloud, disguise self
- 2nd level (3 slots): mirror image, hold person
- 3rd level (3 slots): counterspell, hypnotic pattern
- 4th level (1 slot): greater invisibility
Legendary Actions
The Fuath Matron can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
- Hair Whip. The Matron makes a Barbed Hair attack.
- Wail of the Deep (Costs 2 Actions). Creatures of her choice within 30 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the start of her next turn.
- Vanish Beneath. The Matron magically teleports up to 30 feet to a space submerged in water she can see.
Lair Actions (Optional)
While in her lair (typically a drowned shrine or submerged cavern), the Fuath Matron can invoke one of the following lair actions at initiative count 20 (losing initiative ties):
- Murkmist Veil. The area within 30 feet is lightly obscured by unnatural, chilling mist.
- Tugging Depths. One creature in water within 30 feet must succeed on a DC 14 Strength saving throw or be pulled 15 feet underwater and knocked prone.
- Whispering Waters. Strange whispers ripple through the water. One creature of the Matron’s choice within 30 feet must succeed on a DC 13 Wisdom saving throw or be distracted until the end of its next turn (disadvantage on the next attack roll or saving throw).
Environmental Disturbances
The Fuath Matron’s presence causes subtle but unsettling effects near her lair:
- Waters near her lair become unnaturally cold and still.
- Local animals avoid the water or behave skittishly.
- Travelers report faint, haunting singing just beneath the surface.
These effects fade within hours to days if she is driven off or slain.